Animation exported to Unity is always Default Take
When you import the model into Unity, a "Default Take" is included in the .FBX. It shouldn't matter if you're directly importing the .blend or .FBX, the default take is created. The default take would include all of the keyframes.

Basically, in Unity you then create additional animations clips (walk, melee), all of these are created based on this Default Take.
When you create additional animation clips in Unity, the source take is usually always the "Default Take", because this is the master source for all animations.

You should end up seeing something like this for the clips:


CLIP           RANGE       SOURCE TAKE
Default Take   0 to 100    Default Take (master take)
Walk           27 to 50    Default Take
MeleeHit       -1 to 26    Default Take